1 /* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 *
21 */
22
23 #include "bladerunner/script/ai_script.h"
24
25 namespace BladeRunner {
26
AIScriptTaffyPatron(BladeRunnerEngine * vm)27 AIScriptTaffyPatron::AIScriptTaffyPatron(BladeRunnerEngine *vm) : AIScriptBase(vm) {
28 }
29
Initialize()30 void AIScriptTaffyPatron::Initialize() {
31 _animationFrame = 0;
32 _animationState = 0;
33 _animationStateNext = 0;
34 _animationNext = 0;
35 }
36
Update()37 bool AIScriptTaffyPatron::Update() {
38 return false;
39 }
40
TimerExpired(int timer)41 void AIScriptTaffyPatron::TimerExpired(int timer) {
42 //return false;
43 }
44
CompletedMovementTrack()45 void AIScriptTaffyPatron::CompletedMovementTrack() {
46 //return false;
47 }
48
ReceivedClue(int clueId,int fromActorId)49 void AIScriptTaffyPatron::ReceivedClue(int clueId, int fromActorId) {
50 //return false;
51 }
52
ClickedByPlayer()53 void AIScriptTaffyPatron::ClickedByPlayer() {
54 //return false;
55 }
56
EnteredSet(int setId)57 void AIScriptTaffyPatron::EnteredSet(int setId) {
58 // return false;
59 }
60
OtherAgentEnteredThisSet(int otherActorId)61 void AIScriptTaffyPatron::OtherAgentEnteredThisSet(int otherActorId) {
62 // return false;
63 }
64
OtherAgentExitedThisSet(int otherActorId)65 void AIScriptTaffyPatron::OtherAgentExitedThisSet(int otherActorId) {
66 // return false;
67 }
68
OtherAgentEnteredCombatMode(int otherActorId,int combatMode)69 void AIScriptTaffyPatron::OtherAgentEnteredCombatMode(int otherActorId, int combatMode) {
70 // return false;
71 }
72
ShotAtAndMissed()73 void AIScriptTaffyPatron::ShotAtAndMissed() {
74 // return false;
75 }
76
ShotAtAndHit()77 bool AIScriptTaffyPatron::ShotAtAndHit() {
78 return false;
79 }
80
Retired(int byActorId)81 void AIScriptTaffyPatron::Retired(int byActorId) {
82 // return false;
83 }
84
GetFriendlinessModifierIfGetsClue(int otherActorId,int clueId)85 int AIScriptTaffyPatron::GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId) {
86 return 0;
87 }
88
GoalChanged(int currentGoalNumber,int newGoalNumber)89 bool AIScriptTaffyPatron::GoalChanged(int currentGoalNumber, int newGoalNumber) {
90 switch (newGoalNumber) {
91 case 0:
92 Actor_Put_In_Set(kActorTaffyPatron, kSetFreeSlotH);
93 Actor_Set_At_Waypoint(kActorTaffyPatron, 40, 0);
94 return true;
95
96 case 250:
97 Actor_Put_In_Set(kActorTaffyPatron, kSetNR01);
98 Actor_Set_At_XYZ(kActorTaffyPatron, -170.4f, 23.68f, -850.0f, 324);
99 Async_Actor_Walk_To_XYZ(kActorTaffyPatron, -390.0f, 31.55f, -429.0f, 24, true);
100 return true;
101
102 case 255:
103 Actor_Put_In_Set(kActorTaffyPatron, kSetNR01);
104 Actor_Set_At_XYZ(kActorTaffyPatron, -170.4f, 23.68f, -850.0f, 324);
105 Actor_Change_Animation_Mode(kActorTaffyPatron, 48);
106 return true;
107
108 default:
109 break;
110 }
111
112 return false;
113 }
114
UpdateAnimation(int * animation,int * frame)115 bool AIScriptTaffyPatron::UpdateAnimation(int *animation, int *frame) {
116 switch (_animationState) {
117 case 0:
118 // Dummy placeholder, kModelAnimationZubenIdle (406) is a Zuben animation
119 *animation = kModelAnimationZubenIdle;
120 _animationFrame = 0;
121 break;
122
123 case 1:
124 *animation = kModelAnimationTaffyPatronRunning;
125 ++_animationFrame;
126 if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationTaffyPatronRunning) - 1) {
127 _animationFrame = 0;
128 }
129 break;
130
131 case 2:
132 *animation = kModelAnimationTaffyPatronShotDead;
133 if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(kModelAnimationTaffyPatronShotDead) - 1) {
134 ++_animationFrame;
135 }
136 break;
137
138 default:
139 break;
140 }
141 *frame = _animationFrame;
142
143 return true;
144 }
145
ChangeAnimationMode(int mode)146 bool AIScriptTaffyPatron::ChangeAnimationMode(int mode) {
147 switch (mode) {
148 case 0:
149 _animationState = 0;
150 _animationFrame = 0;
151 break;
152
153 case 2:
154 _animationState = 1;
155 _animationFrame = 0;
156 break;
157
158 case kAnimationModeDie:
159 _animationState = 2;
160 _animationFrame = 0;
161 break;
162
163 default:
164 break;
165 }
166
167 return true;
168 }
169
QueryAnimationState(int * animationState,int * animationFrame,int * animationStateNext,int * animationNext)170 void AIScriptTaffyPatron::QueryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) {
171 *animationState = _animationState;
172 *animationFrame = _animationFrame;
173 *animationStateNext = _animationStateNext;
174 *animationNext = _animationNext;
175 }
176
SetAnimationState(int animationState,int animationFrame,int animationStateNext,int animationNext)177 void AIScriptTaffyPatron::SetAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) {
178 _animationState = animationState;
179 _animationFrame = animationFrame;
180 _animationStateNext = animationStateNext;
181 _animationNext = animationNext;
182 }
183
ReachedMovementTrackWaypoint(int waypointId)184 bool AIScriptTaffyPatron::ReachedMovementTrackWaypoint(int waypointId) {
185 return true;
186 }
187
FledCombat()188 void AIScriptTaffyPatron::FledCombat() {
189 // return false;
190 }
191
192 } // End of namespace BladeRunner
193